Refactor poking tuples
This commit is contained in:
+1
-2
@@ -2,11 +2,10 @@
|
||||
in vec4 gColor;
|
||||
in vec2 cenPosT;
|
||||
in float gRad;
|
||||
in float gWdth;
|
||||
out vec4 fColor;
|
||||
out float gl_FragDepth;
|
||||
|
||||
uniform vec2 winSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 pos = gl_FragCoord.xy;
|
||||
|
||||
+4
-2
@@ -2,9 +2,10 @@
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
in vec4 vColor [];
|
||||
in float vRad [];
|
||||
in vec4 vparams [];
|
||||
out vec4 gColor;
|
||||
out float gRad;
|
||||
out float gWdth;
|
||||
out vec2 cenPosT;
|
||||
|
||||
uniform vec2 winSize;
|
||||
@@ -15,7 +16,8 @@ void main()
|
||||
vec3 cenPos = gl_in[0].gl_Position.xyz;
|
||||
//cenPos = vec3 (0.5,0,0);
|
||||
gColor = vColor[0];
|
||||
gRad = vRad[0] * zoom * 2;
|
||||
gRad = vparams[0].x * zoom * 2;
|
||||
gWdth = vparams[0].w * zoom * 2;
|
||||
// gRad = 0.2;
|
||||
|
||||
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
|
||||
|
||||
+3
-3
@@ -1,13 +1,13 @@
|
||||
#version 430 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
layout (location = 2) in float rad;
|
||||
layout (location = 2) in vec4 saEaRadWdth;
|
||||
out vec4 vColor;
|
||||
out float vRad;
|
||||
out vec4 vparams;
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position,1);
|
||||
//gl_Position = vec4(0,0,0,1);
|
||||
vColor = color;
|
||||
vRad = rad;
|
||||
vparams = saEaRadWdth;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user